#pragma header
uniform float u_time;
varying float size;
void main(void){
	#pragma body
	float px = size / openfl_TextureSize.x;
	float py = size / openfl_TextureSize.y;
	if(openfl_TextureCoordv.x < px || openfl_TextureCoordv.x > 1. - px || openfl_TextureCoordv.y < py || openfl_TextureCoordv.y > 1. - py){
		gl_FragColor = vec4(1., 0., 0., 1.);
	}else{
		gl_FragColor = texture2D(openfl_Texture, fract(openfl_TextureCoordv *- 1.));
	}
}